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Remaining issues in Dan Ball Senki W #4786

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daniel229 opened this issue Dec 11, 2013 · 73 comments
Open

Remaining issues in Dan Ball Senki W #4786

daniel229 opened this issue Dec 11, 2013 · 73 comments
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GE emulation Backend-independent GPU issues
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@daniel229
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A video lead you to know the issue 1and 2
http://www.youtube.com/watch?v=KTlrWd7hKYc

    1. Camera stop after battle.(UMD delay helps it)

normal
03

Camera stop
04

    1. background issue

it display now,but some time not correct.
01

sometime not correct
02

log

08:16:216 AskaMainThre I[SCEGE]: GLES\Framebuffer.cpp:732 Resizing FBO for 00178000 : 256 x 512 x 3
08:16:219 AskaMainThre W[G3D]: GLES\TextureCache.cpp:336 Render to texture with different strides 512 != 256
08:16:219 AskaMainThre W[G3D]: GLES\TextureCache.cpp:339 Render to texture with different formats 1 != 3
08:16:220 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:140 Linked shader: vs 94 fs 95
08:16:220 AskaMainThre W[G3D]: GLES\TextureCache.cpp:407 Render to area containing texture at 00178000 +240x0
08:16:221 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:140 Linked shader: vs 94 fs 97
08:16:247 AskaMainThre W[G3D]: GLES\TextureCache.cpp:381 Ignoring possible render to texture at 04178000 +0x272 / 480x512
08:16:250 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:140 Linked shader: vs 28 fs 99
@raven02
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raven02 commented Dec 11, 2013

For 2nd issue , any savestate can shared?

@daniel229
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move to right side,then go outside.
01

savedate here,rename jpg to rar
npjh50618data0001

@daniel229
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Updated two issue to top post.
4-missing background.
5-video not played.

@raven02
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raven02 commented Jan 7, 2014

Have this improved lately?

@daniel229
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No improvement.

@daniel229
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Test with 0.9.6-436
For the video part,the audio can be heard, but display nothing.
Log shows this,and audio stuttering when these messages posting.
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 319900 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 508000 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 712820 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 926000 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1135000 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1314740 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1553000 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1732740 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1941740 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2121480 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2313760 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2593820 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2852980 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3099600 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3367120 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3634640 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3881260 dts: 8948940

@daniel229
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FPS issue fixed by #5174
03

@daniel229
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#3110 Frontier Gate Boost+ also got FPS issue fixed.these two games have several issues the same.

@unknownbrackets
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Huh, that's very interesting.

The camera stopping thing is still happening, right? AFAIK the video is a depth issue.

-[Unknown]

@daniel229
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Yes camera is still stopping.

@unknownbrackets
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Does the black box thing still happen?

-[Unknown]

@daniel229
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still happen when screen transition.block transfer not help
01
02

@unknownbrackets
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Have any of the changes helped specifically 2, 4, and 5? Is 1 affected by jit on/off?

-[Unknown]

@daniel229
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1,2,4,5 no change at all.with jit off,Ican not move.

jit off
01

@unknownbrackets
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Well, then there's definitely some cpu bug here, even if it's the interpreter that's wrong. If you switch the CONDITIONAL_DISABLE defines in CompVFPU.cpp, and use jit, does it still have the above problem? If not, does it happen switching them in CompFPU.cpp?

-[Unknown]

@daniel229
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change #define CONDITIONAL_DISABLE ; to #define CONDITIONAL_DISABLE { fpr.ReleaseSpillLocks(); Comp_Generic(op); return; } in CompVFPU.cpp,the jit without anyproblem.

@daniel229
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It gets problem in CompFPU.cpp

@daniel229
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the problem is

void Jit::Comp_FPU2op(MIPSOpcode op) {

@unknownbrackets
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Which one inside there? Change for example case 13: to case 13: DISABLE; and it will disable trunc.w.s. abs, mov, and neg should be pretty hard to be wrong, sqrt, trunc.w.s, and cvt.s.w are the likely ones.

Does the camera thing go away if you have the CONDITIONAL_DISABLE swapped in CompVFPU.cpp and use jit? It could be a totally different instruction causing that problem.

-[Unknown]

@daniel229
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Yes,disable case 13,the problem presents.CONDITIONAL_DISABLE swapped in CompVFPU.cpp does not help the camera problem.

@unknownbrackets
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Does it affect anything to revert this change? cbf1df9

-[Unknown]

@daniel229
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both jit and non-jit can't move.

@unknownbrackets
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So basically this and #4268 don't agree about that change, seems this likes it. I'm not sure why interpreter is not behaving the same way...

-[Unknown]

unknownbrackets added a commit to unknownbrackets/ppsspp that referenced this issue Jun 21, 2014
@unknownbrackets
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Does this game crash for you with simulate block transfers on?
http://forums.ppsspp.org/showthread.php?tid=5201&pid=86714#pid86714

The black box thing seems really weird. It's hard to catch those things in the GE debugger, but I wonder what the vertex type / positions are.

I guess the camera stop thing is likely to be a cpu bug as well, if this uncovered an interpreter cpu bug...

-[Unknown]

@daniel229
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Is that Danball Senki Boost,it does not crash for me,but I find a graphical issue with simulate block transfers on.

simulate block transfers on
01

simulate block transfers off
02

before the black box drawing.
03
04

@daniel229
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Gedebugger about the graphical issue
06

@unknownbrackets
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Oh. I was confused. Thought they were the same game.

Hmm Boost seems like a format mismatch... hard to say. W definitely looks like that texture ought to display. I wonder if it is depth related. Maybe minz and maxz clamp before depth test or affect clipping... are the vertex addresses? Or it could be stencil.

-[Unknown]

@daniel229
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Dan Ball Senki W random hangs in battle with jit off.

@DanSenki
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DanSenki commented Nov 8, 2015

UPDATE:

npjh50618_00002
npjh50618_00006
npjh50618_00007
npjh50618_00008
npjh50618_00009

Cutscenes play fine. (But in LQ for some reason?)
However, graphic glitches remain. (But it's not as bad.) Along with screenshake glitch

Log Console says it (might?) be a shading problem?

npjh50618_00010
From the screenshot here, graphic glitches remain----

npjh50618_00011
Walking out from the glitched area fixes it?

Yeah, like I said, it's not my graphic drivers.

@DanSenki
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Bump.

@Yuuyatails
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Okay, it seems that the videos still skips in the latest build (v1.1.1-673-g6d3368b). I take a look at the log console and I found that PPSSPP produces the same error messages that DanSenki had also found whenever it play the videos.

It is also worth mentioning that daniel229's link to download the 'patch' version of PPSSPP no longer works.

I am running PPSSPP on a PC with 32-bit Windows OS, if you ask.

@daniel229
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already cantain the 32bits and 64bits exe,try https://drive.google.com/file/d/0BzGZGDfFE68zci10Vk1PS1lYcTQ/view?usp=sharing

@DanSenki
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I don't really think that will be fixed anytime soon, to be honest.

@unknownbrackets
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Can you put #define HLE_LOG_FORCE at the top of sceMpeg.cpp and then copy out the log? I'm wondering if it uses audio at all.

-[Unknown]

@Yuuyatails
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At unknownbrackets: Honestly, I don't know how to do that in PPSSPP since I am just a novice here and don't have any compliers.

@daniel229
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@unknownbrackets
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What happens if you replace this:

    if (ctx->atracRegistered && ctx->mediaengine->IsNoAudioData() && !ctx->endOfAudioReached) {
        WARN_LOG(ME, "Audio end reach. pts: %i dts: %i", (int)atracAu.pts, (int)ctx->mediaengine->getLastTimeStamp());
        ctx->endOfAudioReached = true;
        result = ERROR_MPEG_NO_DATA;
    }

With:

    if (ctx->atracRegistered && ctx->mediaengine->IsNoAudioData() && !ctx->endOfAudioReached) {
        WARN_LOG(ME, "Audio end reach. pts: %i dts: %i", (int)atracAu.pts, (int)ctx->mediaengine->getLastTimeStamp());
        ctx->endOfAudioReached = true;
    }
    if (ctx->mediaengine->IsNoAudioData()) {
        result = ERROR_MPEG_NO_DATA;
    }

It seems like it's not sending more packets with sceMpegRingbufferPut. Probably it expects to continue receiving no data, which I think is the correct thing for it to expect.

-[Unknown]

@daniel229
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Video is not skipping now,still no sound.

@daniel229
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Also affect the cutscene in Silent Hill zero.

@unknownbrackets
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Affects Silent Hill Zero in a good way? Or a bad way? It was #8435.

If you comment this line out, the audio comes back?
https://github.com/hrydgard/ppsspp/pull/6384/files#diff-7569aff64133d9c49602eec78c0dfd5bR1782

ctx->mediaengine->setAudioStream(atracAu.esBuffer);

Can you log atracAu.esBuffer?

-[Unknown]

@daniel229
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Silent Hill Zero is affect by #8435

41:14:796 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 09f26380
41:14:797 AskaMainThre I[KERNEL]: HLE\sceKernelThread.cpp:1943 656=sceKernelCreateThread(MovieExitGameThread, 0881a1c4, 00000016, 2048, 00000000, 00000000)
41:14:797 AskaMainThre I[KERNEL]: HLE\sceKernelThread.cpp:2014 0=sceKernelStartThread(656, 0, 00000000)
41:14:826 AskaMainThre I[ME]: HLE\sceMpeg.cpp:348 Stream offset: 2048, Stream size: 0xFF800
41:14:826 AskaMainThre I[ME]: HLE\sceMpeg.cpp:349 First timestamp: 90000, Last timestamp: 870780
41:14:832 AskaMainThre I[ME]: HW\MediaEngine.cpp:87 FF: No accelerated colorspace conversion found from yuv420p to rgba.
41:14:843 AskaMainThre W[ME]: HLE\sceMpeg.cpp:1609 Audio end reach. pts: 85820 dts: 780780
41:14:843 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:14:850 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:160 Linked shader: vs 24 fs 25
41:14:875 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:14:908 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:14:942 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:14:976 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:009 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:042 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:076 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:109 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:143 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:176 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000

@unknownbrackets
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Uh oh, 09f26380? What if you hardcode it to zero:

ctx->mediaengine->setAudioStream(0);

Hmm. I guess I didn't think about them calling Decode before getting the atrac AU. I think that should probably generate an error...

-[Unknown]

@daniel229
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0 works fine.

@daniel229
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JPCSP trace

13:32:20.726354 AskaMainThread - <- sceMpegAtracDecode 0x95866A4, 0x9586704, 0x9F25340, 0x1 = 0x807F00FD

@unknownbrackets
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Nice, thanks. Apparently that is sceAudiocodec: Decoding failed, so indeed it should return an error. This might fix other things too.

-[Unknown]

unknownbrackets added a commit to unknownbrackets/ppsspp that referenced this issue Jan 17, 2016
Makes the audio work properly in Dan Ball Senki W (hrydgard#4786.)
@unknownbrackets
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So to recap, now (feel free to edit this):

  • Camera issue remains, and is not caused by jit.
  • Backgrounds show up but sometime not correct.
  • Simulate UMD delays helps the camera issue.
  • Video skips again after 2 seconds.

-[Unknown]

@DanSenki
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  • There is still character model issues.

@radiccy
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radiccy commented Mar 15, 2016

i cant play the game.help! it keeps saying failed to load install data. i adjusted the settings but it's still says failed to load install data.help

@DanSenki
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A bit of an update:

There are no glitches concerning character models. However, there are still glitches around the environment. As in there are still shading/shadow issues? (I would post the screenshot but I would rather not download the game again since I'm playing the first Danball Senki game again, but that's unrelated.)

Video goes on for a few more seconds only to be cut out again, like any other PPSSPP builds. Sound is included in videos

did not go around to battles yet but I assume it's all good and dandy. Unless someone would like to test that.

@Panderner
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Still remaining issues?

@ghost
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ghost commented Sep 14, 2021

Issue still can reproduce?

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Sep 14, 2021
@hrydgard hrydgard added this to the Future milestone Sep 14, 2021
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